'''Policies'''<ref>The script code can be found in {{path|common/policies/00_policies.txt}}.</ref> are empire-wide laws of behavior that outline the governing precepts for how an empire will guide its expansion through the stars and its stance on certain subjects. Policies are different from [[edicts]] in that they cost nothing to implement, but have effects on how citizens and other empires are likely to view each other. Once altered, a specific policy cannot be changed until a decade has passed.

'''Policies'''<ref>The script code can be found in {{path|common/policies/00_policies.txt}}.</ref> are empire-wide laws of behavior that outline the governing precepts for how an empire will guide its expansion through the stars and its stance on certain subjects. Policies are different from [[edicts]] in that they cost nothing to implement, but have effects on how citizens and other empires are likely to view each other. Once altered, a specific policy cannot be changed until a decade has passed.

Latest revision as of 19:39, 12 August 2019

Version

This article is considered accurate for the current version (2.3) of the game.

Policies[1] are empire-wide laws of behavior that outline the governing precepts for how an empire will guide its expansion through the stars and its stance on certain subjects. Policies are different from edicts in that they cost nothing to implement, but have effects on how citizens and other empires are likely to view each other. Once altered, a specific policy cannot be changed until a decade has passed.

Changing policies is advised as a way to mitigate faction unhappiness in large empires that have a lot of pops of different species or different ethics, besides the possibility of opening up new possible avenues of power.

Land Appropriation determines if newly acquired planets with Pops without Full Citizenship will have some Pops replaced with Full Citizenship Pops. The replaced Pops will become refugees. The policy is not available to Gestalt Consciousness empires.

Type

Effects

Description

Prohibited

Conquered planets will have their population preserved as-is.

The land that our empire controls belongs to all of its inhabitants.

Allowed

Planets conquered from non-citizen species will have up to 5 Pops displaced and replaced with citizens from our other planets.

The land that the lesser species are not properly utilizing can be put to greater use by their betters.

The economic policy determines whether civilian or military resource production should receive more focus. The policy is not available to Gestalt Consciousness empires. Using Artisan / ( Artisan + Metallurgist) as the percentage of your civilian industry, Civilian Economy is beneficial when above 62.5% and Militarized Economy is beneficial when the percentage of civilian industry is below 37.5%.

Type

Effects

Description

Civilian Economy

+15% Monthly Consumer Goods-25% Monthly Alloys

The needs of the populace must become before the business of war. Economic might, not military prowess, is what our empire will be founded on.

Mixed Economy

No bonuses or penalties to resource production

To commit ourselves fully to either war or peace is to restrict ourselves to a narrow view. We must be ready for whatever the future may hold.

Militarized Economy

-25% Monthly Consumer Goods+15% Monthly Alloys

To neglect our defense is to neglect our survival. Trinkets and baubles are scarce comfort when the enemy is battering down the gates.

This policy determines what each unit of Trade Value is converted into once it reaches the capital system. The policy is not available to Gestalt Consciousness empires.

Type

Trade Value exchange rate

Description

Wealth Creation

1 Energy Credits

The purpose of trade is to generate profits for individuals and revenue for the state. We should focus our trade efforts fully on this creation of wealth.

Consumer Benefits

0.5 Energy Credits and 0.25 Consumer Goods

Profits and taxes must take second place to improving the lives of our citizens. We should focus our trade efforts towards the manufacture and distribution of everyday necessities.

Marketplace of Ideas

0.5 Energy Credits and 0.25 Unity

Trade can be used not only to move goods around, but also to facilitate the spread of ideas. We should focus our trade efforts towards ensuring that the message of our government is heard on all planets where we do business.

This policy determines how much freedom an empire gives to artificial intelligence. This policy becomes available once the Positronic AI technology is obtained. In Synthetic Dawn synthetics in servitude may start an AI rebellion.

Type

Effects

Supporting Faction

Requirements

Description & Notes

Outlawed

Synthethics have their sapience removed, bringing them on par with Droids.

Synthethics can be disassembled.

Android armies and Sapient AI Assistants are disassembled.

Cannot research Sapient Combat Computers (they can still be used if already researched).

If robots show signs of rebelliousness removing their sapience will start an AI rebellion

Traditionalist

Not Materialist

Intelligent, self-aware machines are an incalculable threat to all living things. The creation of an artificial intelligence is an offense punishable by death.

Servitude

Synthethics cannot take Ruler Stratum Jobs.

Synthethics do not require Consumer Goods.

Synthethics can be dissassembled.

Synthethics cannot join factions.

Technologist

The overriding purpose of any machine must be to serve its masters and perform whatever tasks it was designed for, regardless of how intelligent it may be.

Citizen Rights

Synthethics cannot be disassembled.

Synthethics require Consumer Goods.

Synthethics can join factions.

Synthethics will never rebel.

Technologist

Not Spiritualist

Any self-aware machine that fulfills the criteria of possessing true artificial intelligence is to be regarded as an individual, with all the rights and obligations that entails.

This policy determines the stance on accepting refugees that are fleeing from purges, displacement and persecution in other empires. This policy is unlocked when another species has been met and is not available to Gestalt Consciousness empires unless they have the Rogue Servitor civic.

Type

Effects

Supporting Faction

Requirements

Description & Notes

No Refugees

Refugees will not arrive from other empires.

Isolationist

Not Xenophile

To open our borders to the dregs of other societies would only serve to undermine the state.

Citizen Species only

Refugees from species with Full Citizenship may arrive from other empires.

Isolationist

We cannot allow compassion to overpower good sense. Only those who would be worthwile additions to society should be brought into our borders.

Refugees Welcome

Refugees may arrive from other empires.

Xenoist

Not Xenophobe

Those fleeing death and persecution at the hands of tyrants will be welcome within our borders.

This policy determines an empire's position on the forced removal of species that are no longer wanted. This policy option only dictates which degree of purging is allowed, further details on which pops are to be purged and in what way can be managed with the species rights system.

Type

Effects

Supporting Faction

Requirements

Description & Notes

Prohibited

Can not Purge or Displace pops

Xenoist

The purge is an atrocity and should always be treated as such.

Displacement Only

Can Displace pops

Not Xenophile or signatory

It is not our responsibility to see to the needs of those who would undermine the foundations of our society. Let them find their homes outside our borders.

Allowed

Can Purge and Displace pops

XenophobeNot signatory

The troublesome and corrupt elements within our Empire must be cleansed, lest their rot take root in us all.